getting the
job done
a.k.a.
"now what do
i do with these guys?"
Hello again. Decided to look for some
advice from the DM's point of view, huh? I have two different classes
of advice for you, beginning DMing and Been There advice. I've been
running Ravenloft for a loooooong time, and have found a few things need
to be discussed, and most of them involve players.
Before we even start, let's get something
straight. I hate the hardbound book, and think it is one of the worst
things TSR decided to do to Ravenloft before they folded. They got rid
of Azalin, and eviscerated the Lands of the Core. My advice, stick
with a boxed set, if you can find it. The maps are in color and far
more clear, there is better background on the domains. I just glanced
at the big black book, that I will admit, but several DM's in our gaming
group agreed with my summation, and they had spent money on it.
If you have a post-Grand Conjunction
boxed set, do some serious consideration on what to put into the Great Rift.
I myself put a nastly little domain ruled by the feared Darklord Raistifist
(A combination of Raistilan and Fistdandalus (sp??) in one body) and full
of Krynn peasants and draconains. Most DM's I know of fill the Great
Rift with domains of their own devising.
Addtion as of 2003-Ravenloft 3E existance...
OK, let's admit it...
The map isn't exactly what we expected. Go out, and get ahold of the
old 2E boxed set maps. Those still work great.
The domains have gone through some major alterations.
My advice, rework it from the ground up, to fit your campaign.
Otherwise..... Well, you're on your own.
NOVICE ADVICE
This might take a bit of work, but you will
find it well worth it. Take every single magic item in the DMG and divide
the amount of XP they are worth into 50,000, rounding up. That is how
many of that type of item exist in Ravenloft completely. A 400 XP potion
of Extra Healing exists 630 times. That means that there will be a
total of 126 potions of Extra Healing floating around the place at one time,
and accessable. Not too many, when you get right down to it.
Items expended will be created again, and do not count the expendables put
out in modules.
Of course, there can also be 50 +1 swords
out there, but if you think of how many are sealed up in tombs (We'll say
18), how many are in the hands of powerful agents of evil (let's say 12),
how many are owned by the Vistani (Let's say 8), and how many are known of,
but not held by anyone (Let's say 4), and finally, how many are owned by
other NPC's (Let's say the remaining 8). Not too hard, was it.
If you have a home computer, do what I did, label where all the magic items
are, that way I could drop clues to high powered magic items if I thought
the PC's needed them.
Decide how the weather is during certain
seasons in each Domain. I make Lamordia much like mediavel Europe, primarily
cold and snow covered, and Barovia like a Slavic country, beuatiful in the
summer and spring, miserable in the winter, with hard work going on in the
fall.
The weather is VERY important, since weather
can be a great limiter to the PC's. A +5 Vorpal Holy Avenger of Sharpness
Wounding and Dancing doesn't do shit against a blizzard, and can't cut through
moist, clinging fog. Nothing like a frozen Paladin laying on the side
of a mountain, frozen to death in his armor +30 and shield +90, clutching
his +19 Holy Avenger of Sharpness, Wounding and Dancing that scores a crit
on a 1 or better on a die 4 in one dead, frozen hand.
Make up some villians. They do
not need to be omnipotent or crassly overpowering, unless you want
them to be. Try inventing an evil organizations, just one or two, including
a few of those NPC's. Make sure the villians have a history, motives,
desires and challenges to face. Give them unusual weapons (How about
an evil Krynn elf fighter, who carries bolos and flensing knives) and perhaps
even unusual mounts (How about if our evil Krynn Elf rides a War Ostrich,
complete with the proper ornamental strappings, saddle, and make him proficient
in a riding lance, preferably a barbed one) Write down notes on how
this NPC fights. Try to give them each a different fighting style.
For example: Ralts, Undead Knight
of great power, has a tendancy to wade in and start smashing, taking on two
or three targets at a time, and always hitting someone who goes down one
final time to make sure. Javelle, Blade Dancer of great beuaty, likes
to strike from ambush, surprise, and snipe at people. When confronted
directly, she moves around quite a bit, always staying mobile, never letting
the PC's gain the upper hand in positioning, and going for wizards and theives
first. If Ralts pulls back, he always leaves the PC's a parting gift,
usually a Delayed Blast Fireball, while Javelle cripples a few people and
runs off, hardly ever applying the coupe-de-gras.
Each of them have a tottally different
fighting style. Ralt's uses his fearsome battle skill and overwhelming
presence as a weapon, while Javelle stays mobile and never counts on anything
to be as it appears. They are far more different than just a total of
stats and sex. This keeps the PC's from getting one strategy and using
it on everyone. While a metal mesh net will seriously hamper Javelle,
Ralts will just shred it and beat a few of them to death with it, and the
PC's know this.
Villains are the mainstay of any adventure.
They are your hardest things to maintain, but well worth it. My players
still curse their villians names. "That bastard, I hate him!"
Any of my players would run like hell if any of the major foes ambushed them
in the bathroom, and more than one has. Even new, and to me, most likely
temporary, villians are approached carefully by my players. They like
to research them, watch them, and hate not getting to choose their own battlefields.
My villains are the same way, and most of the time, when they are defeated,
niether side chose the battlefield.
Detail on the lands adds much.
In Darkon they adopt gravestones. The PC's have seperate backgrounds
for when their PC's enter Darkon, since they have a completely different background
while in Azalin's domain. While in Darkon they think that they were
born there, have home villages, deceased parents, and others know of them.
They get to know the lands, examining the details intently.
More detail, however, will be a lot of
help. Decide on the modes of dress in the various domains, make up monetary
types (Ie: Barovian Gold Eagle and Darkonian Gold Crown), make up different
products available in the various domains. (Ie: Sithican Peach Brandy,
Lamordian Boots and Wool Cloaks), different speech patterns, different ways
of dealing with strangers (Ie: Outlanders, Outriders, Travellers, Journeyers),
different modes of dress (Ie: Darkon's habits of knee length tunics,
belted at the waist for men, loose for the women for peasants) and best of
all, different foods (Ie: Barovian Meat Pie and Invidia Plum Cobbler) depending
on the domain. These little details will add much flavor and color
to your campaign.
These may seem like useless details,
but you can find that there will be a lot of options opening up for the campaign.
During the Cauldron of Blood, one of the clues was the fact that one of the
Blooded Ones wore Lamordian Boots (easy noticed by their tread) ate Kartakan
Meat Pie at every inn, and drank Sithican Peach Brandy. When they busted
into a room and found several bottles of the brandy, an extra pair of boots,
and Barovian clothing, they knew that they were right on the heels of that
Blooded One. Little details amount to quite a bit.
Despite what the modules seem to show:
Do not pit the PC's against Darklords constantly! By doing that,
you lessen the fear of Darklords, and non Darklord villians seem weak and
pathetic. By using non Darklords, when one does show up, the players
themselves will get slightly panicy. Save the headbeing of the domains
for major plot twists. When Soth arrived during the Soul of Fire,
ordering the characters to kneel before him, they did, knowing that foes
like Ralts and Javelle were tough, and honestly feeling that Soth would whip
the ass clean off of them, so the players fear carried over to the PC's.
Decided how each domain acts toward one
another. Decide on the political climate. Are Azalin and Strahd
still engaging in cloak and dagger against one another, or do they have a
shaky truce trying to further their own ends? Is Adam plotting against
Dr. Mordenhiem, or is he observing what the doctor is doing, watching patiently
like a spider?
Add a holy order of some type that is
found everywhere. Whether or not the holy order is good or evil is irrelevant
at this time. (Example: I have the Holy Order of the Silent Word,
a group of monks who have taken vows of silence. They know sign language
and are literate in most, if not all, of the native Ravenloft languages,
along with many outer langauges, ie Thorass or Oearth languages. They
collect writings and legends, and will allow the PC's to peruse their stores
of tomes for a small fee. A Temple of Blessed Silence is in most major
cities, and Darklords consider them inviolate, since they make no judgements
on anyone and allow anyone, no matter what the alignment or political persuasion
to peruse thier records for the proper tithe) The Holy Order should
fill a niche needed by the PC's or the campaign, but remember, a strictly
Lawful Good order would have to be underground in many realms, and would
be persecuted in a lot of places (There's a good campaign hook, attatch the
PC's to this order and they must protect it.) if not exterminated by dark
forces of great power.
Write up a price list for basic services,
then adjust it for each domain. In Lamordia, Barovia, and Darkon, there
should be some mining, so metal items will be cheaper. Of course, metal
items might be pretty damn cheap in Keening! Keep in mind the current
state of the domain, also.
Keep carefull notes as your campaign
progresses. Write down who the party has befriended, and who they have
offended. One bad move can create a lifelong enemy (Read the section
on Javelle, the party made her!!) These notes will be invaluable as
the campaign progresses since sooner or later the PC's actions will bite
them on the ass.
Make a safe place for the PC's.
My PC's have the estate of Duane Charlemagne (One of Charlemagne's sons),
and there they hide out to heal up, ID items, ect; they also have the village
of Sommerset, who look at the party as some kind of heroes. Without
this safe place to retreat to once in a while, the players will get discouraged
and figure "Why bother."
Create some friendly NPCs. Ones
you plan on not mangling or having them betray the party. Lifelong
friends are important to PC's. Of the friendly PC's, mangle or destroy
only 25% of them at the maximum. Yes, it is terrifying when a long
time friend turns into a vampire, but if you do it to every single
friend the PC's make, pretty soon they will stop making friends, and that
can hurt the game.
All of this may seem tedious to you,
but believe me, it will turn out well worth it.
LONG TIME RAVENLOFT
DM'S
So the campaign seems to be getting stale.
You've run through every module put out, dozens of home brewed modules, and
now the Domain of Dread seems pale and boring.....
First thing first. Set aside the
campaign, and adventure for a while in another campaign world. Familiarity
breeds contempt. True to anything, even this game.
Discuss with your players what they want.
Who knows, maybe they want to take on Strahd, try to bring him down, or perhaps
they want to match wits with Harkon Lucas, or maybe they even want to finally
have it out with the big bad guy in the campaign.
We ran into this. The Servants
of the Skull had been shattered, Ralts was cast down and in hiding, Javelle,
Jade, Lhere Khan, and others dead for good, and the PC's were pretty high
on the hog. The party was trying to figure out where to go, so we sat
down and discussed it. It turned out that without the Servants of the
Skull, they felt like only the Darklords remained. So I came up with
new villians, different ones with different MO's and styles and goals.
New Villians! Gather up all your
villians and take a look at them. Have they been running on a theme?
I have a bad habit of getting my villians together like a military unit, with
good cohesiveness and teamwork, with clear cut goals and MO's. If you
find you have a common theme, try to come up with a couple who do not fit
the theme. I ended up creating the Zodiac Killer. A loner who
was perfectly normal, only his powers checks, and was a creature of Ravenloft.
It took the players nearly a year to catch this guy, all because he did not
fit a theme. The Zodiac Killer wasn't even human, he was a lowly kobold,
quite a difference for my human supremist attittude. Another
group was a couple of guys that kind of had the same goals, but acted like
a bunch of crack heads. Rent the movie "Blood and Concrete" starring
Billy Zane. A villian like that twisted bastard Bart drives the PC's
nuts. Dancing around, showing up when you least expecting it, just
ruining shit, getting beat up, and running off.
New Plots! What kind of plots have
you run so far? Dungeon crawls? Modules? Pitting the party
against Darklords and their minions? One shot, weekend or single night
adventures? Murder mysteries? The Monster of the Moor types?
Gather your notes and take a look at what kind of adventures you have been
running as of late. Change it, so that the plot is different.
This is a difficult one for me, since I keep track and try to alternate the
types of plotlines I run. Mix two types. Add The Haunting of
Morella into Dracula, with the reborn Morella being Dracula's one true love,
and now you have a nightmare.
Talk to your players. I can not
stress this enough. Find out what they want, but keep it in the flavor
of Ravenloft. My current group likes the slow, building adventures,
where the next one is actually starting as the current one comes to a close.
Little adventures taking place during the big job. (Right now, they
are in the middle of Death Knocks Twice while taking care of The Caudlron
of Blood Reborn, with new villians, new plots, and a new Cauldron)
Another thing about Ravenloft to remember,
is the fact that most horror flicks nowdays depend on lots of blood.
I Know What You Did Last Summer and Scream (And their sequels) may be scary
to people watching, but too many gamers would just buckle down and take care
of it. Splattering blood against the table and gaming equipment isn't
scary, it's kind of nauseating. The movie Blair Witch Project is perfect,
isolation, lost, confusion, and they had no idea what happened to cause whatever
it was to hunt them. Watch the Changleling, a spooky movie that fits
right into it. Despite the blood, the old flick Monster Dog, with Alice
Cooper, fits Ravenloft pretty good. Dawn of the Dead, on the other
hand, really does not. If a player seperates his PC from the group,
take them aside, and make the players wonder what happened. If the
PC makes it back by himself, the players will be more than paraniod.
After all, it could be a Loup-de-Faus, or a Doppleganger pretending to be
the party member. The entire party got freaked out when a PC had left
the party, I took the player aside, and after we returned, both me, the player,
and the PC, I gave each of the other players a note stating that their PC's
noticed a small, brownish red stain on the lapel of the PC who had just returned.
They butchered the PC over a stain from a dripping Lamordian meat-stick,
over BBQ sauce.
More than once, I eliminated a PC and
did not even tell them. A PC went up to the graveyard by himself, climbed
the fence, and began looking around. He got killed, but I told him
he found nothing interesting, and let him go back to the party, not telling
the player that his PC was dead. At a critical time, the player got
a note: "Lightning Bolt the Paladin." The player sighed and did
it, and then killed half the party. When asked what happened, the player
figured that his PC got killed somewhere, and replaced.
Do not tell everything. If the
PC's only find out about half the goings on, do not give away the rest.
Tough for them if they missed vital information. That vital information
may be important later in the campaign. The PC's missed the ring on
Jean Tarrascone's hand during Night of the Walking Dead, and later, when
they finally found out that the ring he was wearing was one of the few things
that could actually hurt Plaything, they had to move Hell and High Water
to get to it. Oops.
Do not repeat yourself. If your
players keep breaking in on you when you try to describe a scene, then let
them, and do not pick up your description. If someone wants it, pass
them a note that you get back. Eventually they will learn, after the
bad guy in the middle of the room butchers them a few times, since they were
too worried about what was on the desk.
A player keeps trying to incur powers
checks, like they want to play a Darklord. Well, too bad for them.
I let them play it all the way to Level Five, but when they are The Beast,
I play them. Because I take the PC away, between 3rd and
6th Powers Level, my players aren't too keen on getting powers checks, but
you always get the guy who wants to play Villians and Victims. Who
knows or cares why, but (s)he glorifies and wallows in evil acts and bloodshed.
My advice, get rid of them, they'll be more trouble than they are worth.
Do not let one person ruin the game for everyone.
Long, involved quests seem to peter out.
Switch to quick and dirty ones for awhile, or string together a bunch of little
ones, if you just can't stand being away from long quests.